Help with shell tool?

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Old 02 February 2013   #1
Help with shell tool?

Basically i have created gloves and boots for a model by duplicating the body mesh and deleting everything except the hands and feet (separate entities, of course) then using the shell modifier. However i would like to delete the interior polies of the shell modifier without converting all the modifiers (smooth, symmetry, etc etc) to editable poly. This is so i can see what my poly count will be like before i continue on with what I am doing - particularly in the boots. Is this possible? Or is it safe to assume that the poly count of the inside is exactly the same that it is on the outside (in which case i could do the math to calculate my poly count?)
I am working on a player model and am trying to keep the poly count under 10k. Its not there yet but i do not have a head or a helmet and i need to leave around 2k-3k there for that (for safety. Thats why i want to know what my poly count will be like before i spend the time making the boots and gloves.
 
Old 02 February 2013   #2
In the shell modifier, click override Inner Mat ID, set it to some higher number. Then apply a poly select, choose face, choose select by material ID, set it to the number you chose in the last step. That'll select the inn er faces. Then apply a delete mesh modifier. That should get you what you need procedurally without collapsing the stack to editable poly.

- Neil
 
Old 02 February 2013   #3
What Neil says. There's even an option to directly select the polys of the insides, outsides or edges if you don't want to mess with mat ids.

The shell modifier is one of my favourites. It has pretty much every option you could want, including that ability to set Mat ids for future easy selections.

It even preserves the last used settings, so the next time you apply the modifier it'll extrude the same amount as the last object you used it on. It's very well written compared to most of them. Well done to whoever wrote that. I wish all the modifiers worked as well.
 
Old 02 February 2013   #4
Originally Posted by robinb: What Neil says. There's even an option to directly select the polys of the insides, outsides or edges if you don't want to mess with mat ids.


D'oh! Missed that one. Thanks robin

- Neil
 
Old 03 March 2013   #5
it's one of those tools that unexpectedly does MORE than you'd think it would
 
Old 03 March 2013   #6
From what I remember, Peter Watje wrote Shell, partly because I complained to adesk that the solidify plugin no longer existed and that was stopping me and others from upgrading to a more modern copy of max. Peter was great at plugins, he always made them full featured.

- Neil
 
Old 03 March 2013   #7
Originally Posted by soulburn3d: I complained to adesk that the solidify plugin no longer existed and that was stopping me and others from upgrading to a more modern copy of max


You complained to Autodesk and they LISTENED ? ....what year was this ? 1866 ?
 
Old 03 March 2013   #8
Originally Posted by soulburn3d: From what I remember, Peter Watje wrote Shell, partly because I complained to adesk that the solidify plugin no longer existed and that was stopping me and others from upgrading to a more modern copy of max. Peter was great at plugins, he always made them full featured.

- Neil


Is Peter Watje still on the 3dsmax development team?
He worked on some great stuff like Skin-Morph, Skin-Wrap, didn`t he?
Always loved that you can convert the skinwrap to a skin-modifier.
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Old 03 March 2013   #9
Originally Posted by ramissin: You complained to Autodesk and they LISTENED ? ....what year was this ? 1866 ?


It was like 13 years ago, back when I knew most of the team.

Originally Posted by MGernot: Is Peter Watje still on the 3dsmax development team?
He worked on some great stuff like Skin-Morph, Skin-Wrap, didn`t he?
Always loved that you can convert the skinwrap to a skin-modifier.


No idea, there's been so many layoffs over the years. But I hope he's still there, he was awesome.

- Neil
 
Old 03 March 2013   #10
As far as I know he is still there.
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Old 03 March 2013   #11
Originally Posted by soulburn3d: It was like 13 years ago, back when I knew most of the team.


I have fond memories of those times, I think it was Max 3.1 or r4 I was using, and studying your complex organic material .
 
Old 03 March 2013   #12
Originally Posted by ramissin: I have fond memories of those times, I think it was Max 3.1 or r4 I was using, and studying your complex organic material .


Hehe, I remember that material. Think it's still up on my website somewhere

- Neil
 
Old 03 March 2013   #13
Why not just use the "push modifier"?
 
Old 03 March 2013   #14
Push modifier doesn't create the sidewalls.

- Neil
 
Old 03 March 2013   #15
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